About Ninura HoshiStatistics:
PFS # 276820-13 Faction: Grand Lodge Experience 7 Fame 14, Prestige Points 9 Ninura Hoshi
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Spell-like Abilities (CL 3rd, Concentration +5, Enchantments +1 DC)
Sneak Attack +2d6 ------------------------------
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). Evasion (Ex): A rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Favoured Class Bonus: Gain 1/6 of a new Magical Tail feat. Any kitsune character can choose this bonus upon gaining a level in her favoured class. (Current: 2/6) Finesse Training (Ex): A rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Magical Tail (feat): You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. Pragmatic Activator (trait): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Rogue Talents
Sneak Attack: The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. (+1) Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear masterwork rapier, light crossbow, bolts (18), acid (2), alchemist's fire (2), holy water (3), potion of invisibility, potion of cure light wounds, wand of cure light wounds (50 charges), wand of disguise self (5 charges) Possessionsmasterwork lamellar cuirass, handy haversack, belt pouch, bedroll, chalk, charcoal, grooming kit, rations (2), masterwork thieve’s tools, traveller's any-tool, waterskin, wayfinder Carrying Capacity Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb. Current Load Carried 32.5 lbs. Money 899 GP 3 SP 9 CP Temporary Gear:
New Gear:
Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet. Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Prepared Agent You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information. Yagevna Blessing The Yagevnya family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them. Completed Scenarios:
#5-08 - The Confirmation Intro 1 - First Steps: Part One: In Service to Lore Module - Master of the Fallen Fortress --- #51 - City of Strangers Part 1: The Shadow Gambit (GM Credit) #01 - Silent Tide (GM Credit) #04 - Frozen Fingers of Night (GM Credit) --- #35 - Voice in the Void (GM Creedit) IN PROGRESS - None Background:
Hoshi grew up in a kitsune settlement, amidst many of her kind, as well as kami and other spirits. Occasionally they traded with tengu and gnomes. Once every few months they sent out a caravan of their fellows to a human settlement in disguise, and they always came back with interesting stories and baubles. Although she had great fun, in time she wanted to see these cities for herself. Her kami friend Kip gave her a good luck charm and off she went. She was thrilled to see the crowded streets, and the sights and sounds of the city. Most interesting, the people here reacted very strangely to her tricks. What would cause a good laugh back home, caused something else here… Irritation? Anger? And there were laughs, too…. She couldn’t seem to figure it out, but she certainly did find it interesting! Unfortunately, her trip ended with a stint in jail (which she escaped), being tricked into life as a slave (which she thought was a well-played joke that dragged on far too long), accidentally walking onto a ship bound for the Inner Sea (which she found thrilling for a while, then boring as heck), and somewhere along the way she became a Pathfinder. As the only thing she’s been a part of that hasn’t bored her yet, she’s yet to leave. Perhaps she’ll make a name for herself so grand that they’ll hear of her all the way back home! Appearance and Personality:
Hoshi has silky fur, three fluffly tails, sparkling black eyes and a wily grin. She wears a comfortable silken shirt in the Minkaian style, with loose sleeves that reach her elbows, stretchy black knee length shorts and fine lamellar cuirass armour. There’s a fine rapier at her hip, and a crossbow on her back. She wears a single braided bracelet on her left wrist—a good luck charm given to her by a quirky kami she nick-named Kip. Hoshi is a trouble-making kitsune who loves a good laugh and is prone to telling wild lies. She delights in playing tricks on others, and making jokes. Games are a more socially acceptable joy of hers, although she considers cheating just another part of any game, which can cause her to get into trouble. Although she enjoys the challenge of breaking into places, she doesn’t much care for material wealth. It’s thrill of playing a magnificent trick that she loves most. After all, who doesn’t love exchanging a valuable crown for a sign that says ‘surprise’?
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